[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-12 Thread Muhammed Kalkan
Hi, I have implemented UDP version communication of osgVisual for the distributed rendering. It sends Viewmatrix and receives viewmatrix then applies it via callbacks. I will test with a dense scene for different machines (different graphics cards / different performances) if it makes any

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-12 Thread Torben Dannhauer
Hi, with framelock I meant some kiond of hard lock: the whole rendering cluster waits until all includes machines have rendered their image and the swap together. This way even in high dynamic scenes you can't see the blendzone between two channels. Otherwise you could the the blendzone, if

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-12 Thread Muhammed Kalkan
Hi, I have also used ENET version. However ,in a hurry, i have isolated UDP implementation from osgVisual and tried distributed rendering. I will share it when (and if) i can do some coding about the implementation. I have examined Framesync @ Nvidia website. It is hardware supported as you

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-12 Thread Torben Dannhauer
Hi, Sythel wrote: I will share it when (and if) i can do some coding about the implementation. Thats great :) Well, somewhere in the OSG code the OpenGL swap command is executed I assume. At this place it would be correct to add some syncing code. (UDP signal on a dedicated sync

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-12 Thread Muhammed Kalkan
Hi, I see that we have to use another external signal networking for safe distributed rendering. There are frame ids printed on slave clusters, but i think it is just information about which frame the master is rendering, since there is no actual external sync signal. By the way slave

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-11 Thread Torben Dannhauer
Hi, If your SceneGraph is identical on both machines, you can just serialize the camera matrix, send it via socket to your slaves, deserialize it over there and apply it on the slave camera matrix. Note: You don't have framelock, enable VSync and hope that transfering the camera matrix AND

Re: [osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-10 Thread Ümit Uzun
Selam Muhammed; This http://www.ub.uit.no/munin/bitstream/handle/10037/1065/thesis.pdf;jsessionid=C0E24ED29579BADBBA942B95B8C93B1D?sequence=1master thesis may help you to solve your problem about how OpenSceneGraph supports distributed rendering. Regards. Ümit Uzun 2011/4/10 Muhammed Kalkan

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-10 Thread Torben Dannhauer
Hi, you can use several aproaches for distrubuted rendering: a) If you use the same software and same input data (- identical scene graph), you could transfere the camera settings and scene grpah modifications via settings. b) You could use equalizer to distribute the GL rendering:

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-10 Thread Muhammed Kalkan
Hi, Thank you for all your responses. Umit, i have examined the paper and it can be a good starting point for a complicated distributed rendering and even can be a seperate plugin for OSG. But at the moment as far as i understand it is a bit far from being practical and didn't get tried out

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-09 Thread Muhammed Kalkan
Hi, Sorry if subject changed in previous topic. In my humble knowledge of distributed rendering, i think scene graph must have some kind of mechanism to sync frames to be rendered in each cluster (rendering machine). As your post states , a socket communication can transmit the sync messages.